I was excited when I read the first part of the doombringer lore, thinking the doombringer would be an evil class. But its just another class helping eyal. I am so sick of 'good' characters, it's all you ever see on any book or game. Death Note was the only medium of any sort I've seen that had an evil character as the main. Someone should write a mod to fix the doombringer so it is actually evil.
- Add a quest to subvert the alchemists so that they are making acids and nefarious concoctions for evil purposes.
- Add a kidnap quest where you take out a powerful cleric or priest, and do something with them(Kill?, convert?, Humiliate?)
- Add the ability to corrupt townspeople, and eventually have a town full of demons
- Add a final quest to help the demons take over eyal
Change the doombringer lore a little (Idea)
Moderator: Moderator
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- Low Yeek
- Posts: 5
- Joined: Tue Mar 24, 2015 6:33 pm
Re: Change the doombringer lore a little (Idea)
If you want to play an evil character, try out the Necromancer. It serves that function very well, if only in the implications of what the abilities are... you literally summon bunnies to serve as tanks.
Re: Change the doombringer lore a little (Idea)
You can't just stick an 'evil' class in the middle of a 'good' campaign. And classes aren't really ever good or evil.
What you really need is an 'evil' campaign, which a class dlc isn't going to supply.
What you really need is an 'evil' campaign, which a class dlc isn't going to supply.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Archmage
- Posts: 336
- Joined: Tue Jan 28, 2014 4:39 pm
Re: Change the doombringer lore a little (Idea)
My interpretation is that the main quest line is not necessarily good at all. Much depends on your actions.
You can kill townspeople, including Linaniil.
You can backstab escorts or betray them to zigur.
You can side with the assassin instead of helping the merchant.
You can play with slaves, letting them fight and die in a game for your own amusement.
You can be a freaking corruptor.
You can help the Grand Corruptor to exterminate zigur and backstab him when you're done.
You can let Melinda be sacrificed on purpose, or you can rescue her and then kill her yourself.
You can basically kill every good (or innocent) character in the game.
You can even kill a kitty.
Exterminating an entire race (orc) doesn't exactly make you a good person. Killing the master does not make you good, if you do it to become famous and to rob him of his treasures.
Stopping the sorcerers from destroying the world? That's pure self interest. Being evil is not being suicidal.
In fact, it hard to justify every action you take in this game as "good", even if you try to roleplay a good person. You're still a murdering machine who robs everyone of his treasure after killing them.
You can kill townspeople, including Linaniil.
You can backstab escorts or betray them to zigur.
You can side with the assassin instead of helping the merchant.
You can play with slaves, letting them fight and die in a game for your own amusement.
You can be a freaking corruptor.
You can help the Grand Corruptor to exterminate zigur and backstab him when you're done.
You can let Melinda be sacrificed on purpose, or you can rescue her and then kill her yourself.
You can basically kill every good (or innocent) character in the game.
You can even kill a kitty.
Exterminating an entire race (orc) doesn't exactly make you a good person. Killing the master does not make you good, if you do it to become famous and to rob him of his treasures.
Stopping the sorcerers from destroying the world? That's pure self interest. Being evil is not being suicidal.
In fact, it hard to justify every action you take in this game as "good", even if you try to roleplay a good person. You're still a murdering machine who robs everyone of his treasure after killing them.
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- Wyrmic
- Posts: 279
- Joined: Sun Nov 30, 2014 9:06 pm
Re: Change the doombringer lore a little (Idea)
Counterpoint. You can't kill the kitty. (Well, unless you count Poosh. Then you can kill dozens of kitties.)
I think by a medieval moral system it's possible to roleplay a good character. It is possible to go the entire game only fighting in self-defense...or, to only attack hostiles and rude people, anyway. Given the sheer number of sentient creatures you have to kill in potentially horrifying ways, though, you'd still have to be plenty disturbed.
I think by a medieval moral system it's possible to roleplay a good character. It is possible to go the entire game only fighting in self-defense...or, to only attack hostiles and rude people, anyway. Given the sheer number of sentient creatures you have to kill in potentially horrifying ways, though, you'd still have to be plenty disturbed.
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- Archmage
- Posts: 336
- Joined: Tue Jan 28, 2014 4:39 pm
Re: Change the doombringer lore a little (Idea)
You can't? O.K., I take back everything I said.twas Brillig wrote:Counterpoint. You can't kill the kitty.

I noticed in the fortress that when you're fighting a training dummy, the cat will bravely join you in the fight. Awesome.
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- Yeek
- Posts: 10
- Joined: Sun Sep 21, 2014 4:03 pm
Re: Change the doombringer lore a little (Idea)
You can do antisocial things during the campaign, but the ultimate goal is still to preserve Eyal and fight the orcs. Maybe you can interpret that as evil, in terms of "saving Eyal to take it over yourself" kind of way?
Re: Change the doombringer lore a little (Idea)
Clerics and priests don't really exist in the game. Unless you consider demon cultists, but then they are evil.trademark2 wrote: - Add a kidnap quest where you take out a powerful cleric or priest, and do something with them(Kill?, convert?, Humiliate?)
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
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- Wyrmic
- Posts: 279
- Joined: Sun Nov 30, 2014 9:06 pm
Re: Change the doombringer lore a little (Idea)
There was a thread a while back about...religion? The common people of Eyal? Non-homicidal organizations the player might not see? Something like that. Where if I remember correctly Dark God went on record as saying there wasn't really organized religion in Eyal. (Which makes some sense for a fantasy game where God is literally dead.) So cleric or priest wouldn't work for a theoretical victim, it'd need to be something like an altruistic archmage or something. One problem with adding that kind of moral choice to the game is it takes a lot of effort to give story options that don't work out to "Be Mother Theresa with a battleaxe" or "Kick puppies with Mecha Hitler".Zonk wrote:Clerics and priests don't really exist in the game. Unless you consider demon cultists, but then they are evil.trademark2 wrote: - Add a kidnap quest where you take out a powerful cleric or priest, and do something with them(Kill?, convert?, Humiliate?)